Arena polish: in-run HUD, no free loot, retire-with-winnings

- HUD arena status (top center): live wave number and run gold,
  driven by GameState signals, torn down cleanly on HUD.reset()
- Free floor weapons removed: the initial sword/shield spawn is gone
  and manually placed level.tscn weapons are deleted server-side at
  init. Gear now only enters play via the armory or enemy drops.
- Retire to Camp: new escape-menu button (shown only while alive in
  an active run) banks 100% of run gold and keeps all gear - the
  counterweight to death's 10% settlement. Exit Game and window close
  also bank winnings before quitting.
- CLAUDE.md rewritten for the gladiator arena era: core loop,
  autoloads, economy API, RPC patterns, verification workflow.
This commit is contained in:
2026-07-01 23:47:03 +01:00
parent 1562b37563
commit f5e0642b39
5 changed files with 253 additions and 158 deletions
+30
View File
@@ -39,6 +39,11 @@ signal loadout_changed(loadout: Dictionary)
func _ready() -> void:
load_save()
func _notification(what: int) -> void:
# Closing the window mid-run counts as walking out alive - bank the winnings
if what == NOTIFICATION_WM_CLOSE_REQUEST and run_active:
retire_run()
# --- Persistence ---------------------------------------------------------
func load_save() -> void:
@@ -186,6 +191,31 @@ func end_run() -> Dictionary:
run_ended.emit(last_run_stats)
return last_run_stats
## Walk out of the arena alive: bank 100% of run gold, keep all gear.
## The reward for retiring instead of dying (death only keeps 10%).
func retire_run() -> Dictionary:
if not run_active:
return last_run_stats
run_active = false
last_run_stats = {
"waves": current_wave,
"kills": kills_this_run,
"time": get_run_time(),
"gold_earned": run_gold,
"total_value": get_total_value(),
"kept": banked_gold + run_gold,
"retired": true,
}
banked_gold += run_gold
run_gold = 0
gold_changed.emit(banked_gold)
run_gold_changed.emit(run_gold)
save_game()
run_ended.emit(last_run_stats)
return last_run_stats
# --- Multiplayer crediting (server -> owning peer) ------------------------
# GameState is an autoload, so it exists at the same path on every peer with
# the server (peer 1) as its multiplayer authority. The server decides who